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| 1 // Copyright 2013 The Chromium Authors. All rights reserved. | 1 // Copyright 2013 The Chromium Authors. All rights reserved. |
| 2 // Use of this source code is governed by a BSD-style license that can be | 2 // Use of this source code is governed by a BSD-style license that can be |
| 3 // found in the LICENSE file. | 3 // found in the LICENSE file. |
| 4 | 4 |
| 5 #include "gpu/command_buffer/service/in_process_command_buffer.h" | 5 #include "gpu/command_buffer/service/in_process_command_buffer.h" |
| 6 | 6 |
| 7 #include <queue> | 7 #include <queue> |
| 8 #include <set> | 8 #include <set> |
| 9 #include <utility> | 9 #include <utility> |
| 10 | 10 |
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| 75 } | 75 } |
| 76 | 76 |
| 77 void ScheduleTask(const base::Closure& task) override; | 77 void ScheduleTask(const base::Closure& task) override; |
| 78 void ScheduleIdleWork(const base::Closure& callback) override; | 78 void ScheduleIdleWork(const base::Closure& callback) override; |
| 79 bool UseVirtualizedGLContexts() override { return false; } | 79 bool UseVirtualizedGLContexts() override { return false; } |
| 80 scoped_refptr<gles2::ShaderTranslatorCache> shader_translator_cache() | 80 scoped_refptr<gles2::ShaderTranslatorCache> shader_translator_cache() |
| 81 override; | 81 override; |
| 82 | 82 |
| 83 private: | 83 private: |
| 84 ~GpuInProcessThread() override; | 84 ~GpuInProcessThread() override; |
| 85 | |
| 86 void CheckIdleTasksLocked(); | |
| 87 void RunIdleTask(); | |
| 88 | |
| 85 friend class base::RefCountedThreadSafe<GpuInProcessThread>; | 89 friend class base::RefCountedThreadSafe<GpuInProcessThread>; |
| 86 | 90 |
| 87 scoped_refptr<gpu::gles2::ShaderTranslatorCache> shader_translator_cache_; | 91 scoped_refptr<gpu::gles2::ShaderTranslatorCache> shader_translator_cache_; |
| 92 | |
| 93 base::Lock lock_; | |
| 94 bool idle_post_pending_; | |
| 95 std::queue<base::Closure> pending_idle_tasks_; | |
| 88 DISALLOW_COPY_AND_ASSIGN(GpuInProcessThread); | 96 DISALLOW_COPY_AND_ASSIGN(GpuInProcessThread); |
| 89 }; | 97 }; |
| 90 | 98 |
| 91 GpuInProcessThread::GpuInProcessThread() : base::Thread("GpuThread") { | 99 GpuInProcessThread::GpuInProcessThread() |
| 100 : base::Thread("GpuThread"), idle_post_pending_(false) { | |
| 92 Start(); | 101 Start(); |
| 93 } | 102 } |
| 94 | 103 |
| 95 GpuInProcessThread::~GpuInProcessThread() { | 104 GpuInProcessThread::~GpuInProcessThread() { |
| 96 Stop(); | 105 Stop(); |
| 97 } | 106 } |
| 98 | 107 |
| 99 void GpuInProcessThread::ScheduleTask(const base::Closure& task) { | 108 void GpuInProcessThread::ScheduleTask(const base::Closure& task) { |
| 100 message_loop()->PostTask(FROM_HERE, task); | 109 message_loop()->PostTask(FROM_HERE, task); |
|
no sievers
2015/01/13 21:00:00
Should this also change then and have its own queu
boliu
2015/01/13 22:07:23
I think we get this behavior with the current code
| |
| 101 } | 110 } |
| 102 | 111 |
| 103 void GpuInProcessThread::ScheduleIdleWork(const base::Closure& callback) { | 112 void GpuInProcessThread::ScheduleIdleWork(const base::Closure& callback) { |
| 104 message_loop()->PostDelayedTask( | 113 base::AutoLock lock(lock_); |
| 105 FROM_HERE, callback, base::TimeDelta::FromMilliseconds(5)); | 114 pending_idle_tasks_.push(callback); |
| 115 CheckIdleTasksLocked(); | |
| 116 } | |
| 117 | |
| 118 void GpuInProcessThread::CheckIdleTasksLocked() { | |
| 119 lock_.AssertAcquired(); | |
| 120 if (pending_idle_tasks_.size() && !idle_post_pending_) { | |
| 121 idle_post_pending_ = true; | |
| 122 message_loop()->PostTask( | |
| 123 FROM_HERE, base::Bind(&GpuInProcessThread::RunIdleTask, this)); | |
| 124 } | |
| 125 } | |
| 126 | |
| 127 void GpuInProcessThread::RunIdleTask() { | |
| 128 base::Closure idle_task; | |
| 129 base::AutoLock lock(lock_); | |
| 130 idle_post_pending_ = false; | |
| 131 DCHECK(pending_idle_tasks_.size()); | |
| 132 idle_task = pending_idle_tasks_.front(); | |
| 133 pending_idle_tasks_.pop(); | |
| 134 | |
| 135 { | |
| 136 base::AutoUnlock unlock(lock_); | |
| 137 idle_task.Run(); | |
| 138 } | |
| 139 | |
| 140 CheckIdleTasksLocked(); | |
| 106 } | 141 } |
| 107 | 142 |
| 108 scoped_refptr<gles2::ShaderTranslatorCache> | 143 scoped_refptr<gles2::ShaderTranslatorCache> |
| 109 GpuInProcessThread::shader_translator_cache() { | 144 GpuInProcessThread::shader_translator_cache() { |
| 110 if (!shader_translator_cache_.get()) | 145 if (!shader_translator_cache_.get()) |
| 111 shader_translator_cache_ = new gpu::gles2::ShaderTranslatorCache; | 146 shader_translator_cache_ = new gpu::gles2::ShaderTranslatorCache; |
| 112 return shader_translator_cache_; | 147 return shader_translator_cache_; |
| 113 } | 148 } |
| 114 | 149 |
| 115 struct GpuInProcessThreadHolder { | 150 struct GpuInProcessThreadHolder { |
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| 945 | 980 |
| 946 #if defined(OS_ANDROID) | 981 #if defined(OS_ANDROID) |
| 947 scoped_refptr<gfx::SurfaceTexture> | 982 scoped_refptr<gfx::SurfaceTexture> |
| 948 InProcessCommandBuffer::GetSurfaceTexture(uint32 stream_id) { | 983 InProcessCommandBuffer::GetSurfaceTexture(uint32 stream_id) { |
| 949 DCHECK(stream_texture_manager_); | 984 DCHECK(stream_texture_manager_); |
| 950 return stream_texture_manager_->GetSurfaceTexture(stream_id); | 985 return stream_texture_manager_->GetSurfaceTexture(stream_id); |
| 951 } | 986 } |
| 952 #endif | 987 #endif |
| 953 | 988 |
| 954 } // namespace gpu | 989 } // namespace gpu |
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